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Royal Taorito
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PostPosted: Mon May 06, 2019 5:36 am
Overview:
Shinobi Strike is, in reality, set nearly 750 years in the future of Shinobi Nations. Most documentation discovered within the guild will make it difficult to determine actual time. The last historian in the known world, a name lost to time, decided to chronicle the history of the last 200 years before the “end of the world”, which was when the first known appearance of this “plague” cropped up. Each so many years is divided into an Era, named for a general feel for the time that people at the end had for it. Each player may choose to be involved within the first four eras, and each would have knowledge pertaining to that particular “age” of history. People outside of it will be known as “the Lost”, which will encompass many players coming from guilds outside of Nations. The ages, their names, and the information to be had are listed below in chronological order, utilizing the “BET” unit of measurement. This stands for “Before End Times”. A special note is that no character in the guild may come from the 5th Era.


Historical Eras:

______Era of Madness: -200 to -151 BET
Overview: The Age of Madness would be the time that the Great Shinobi Nations of Kirigakure, Sunagakure, Konohagakure, Kumogakure, and the Snow Village were in power. This age came to an end when a combined force from multiple nations struck the Snow Village down for good, wiping out all traces of their ice-bound existence. Several key events were noted during this time, but much was lost to records.
Points of Interest:
→→→• The Snow Village was laid to waste, along with Iwagakure. The justification and reasons for this are long gone, but a combined force made up of shinobi from Kirigakure, Konohagakure, and Kumogakure were the major culprits, with Sunagakure’s forces somehow missing. At least, there is no records to support their appearance at the battles.
→→→• Several Bijuu were known to have been released during this time, and most were captured by unknown means by some sort of unnamed force. These are believed to have been Proto-UHV, who make an appearance in the next Age.
→→→• The Mizukage’s title changes hands nearly as often as the Hokage’s, though the reason for this is lost to anyone but the village’s histories. It is believed internal conflict and vastly differing moral compases caused much strife.


______Era of Division: -150 to -125 BET
Overview: The Age of Division is the time frame in which the main timeline of Shinobi Nations takes place. This is primarily where the United Hidden Villages rises to power and makes war against the larger villages who the former believes have been oppressing them for generations. Attaining the Bijuu in their conquests, the UHV, as they called themselves, began a campaign of what could only be called “senseless slaughter” by many, with few of the villages avoiding serious damage. The number of dead were countless, and the water continued further and further, with escalating atrocities, though no records have yet been found as to what ended the conflict. This Age ended with the destruction of Konohagakure after a previously unknown Super Volcano erupted beneath its roots.
Points of Interest:
→→→• The United Hidden Villages, through unknown means, gain access to the nine Bijuu across the lands. The war begins with the unleashing of the Kyuubi upon Konohagakure, and the village is largely destroyed before defenders are able to push back the invaders. At that time, the Kyuubi was taken with them.
→→→• Bombardments from the UHV take Kumogakure by surprise, having been fired tens of miles away with pinpoint accuracy. The gates to the village were attacked and held by a mysterious being known as Nekita, and any villagers to go her way would be drained of their lives through apathy. The bombardments continued until defensive forces took on the bombards, while at the same time the Raikage and one of her Chunin, Wanryoku, took on Nekita to allow for villager escape. As the second battle drew to a close the UHV unleashed the Nibi upon the village, which began the process of burning it to the ground. A passing duo from Kirigakure, Jack Harren Snipe and Shadowseeker Hunyistir, joined to assist the Cloud shinobi in defending their homes, ending with the summoning of some tentacled monstrosity to hold the Bijuu long enough for it sealing. Where the tentacled beast came from, and who the Bijuu was sealed into, remains lost.
→→→• Kirigakure saw an attack of a more unusual sort that had the inhabitants go mad, killing everyone, only for time to repeat itself over and over every night. The few shinobi unaffected investigated to find the UHV has unleashed something, and it is believed dimensional barriers, and time barriers, were somehow altered. The ending of this particular event was never truly discovered, only that it is believed a jounin of the village found the source and forced it to end. If a Bijuu had been present it remains unrecorded.
→→→• Sunagakure was invaded by the largest force of UHV at the time, though the response from these shinobi came quicker than the other villages’. New technology was introduced during this particular campaign, and large swathes of UHV forces were destroyed along with portions of the hidden village. At some point a storm brewed, and from the sky came an eldritch terror of nightmarish proportions that took apart the forces, signalling the end of the invasion, though it was slow in coming. The rout that followed truly ended when the Kazekage, Ayame, spoke directly with the commander in charge of the forces, who, supposedly, proclaimed that not all UHV were okay with the war, and that in fact, many grew tired of it. Calling a ceasefire, at least for the moment, the remaining forces were allowed a dignified retreat, and the nightmare beast fell back into its portal to leave the world.
→→→• There is no further mentioning of another monster of this type appearing to the village’s future defenses.
→→→• Kaileer Cein’lys is named Raikage.
→→→• Kumogakure is struck by a mysterious winter spell that kills nearly a fifth of the villagers. Ice beasts come down from the mountains, strange, ethereal creatures that feed on mana and life itself. With them a blizzard rages, incapacitating most of the village’s defenses. A few manage to free themselves from the icy spell and take on the monstrosities, but a few still manage to escape back up the mountains. A few rogue forces follow the enemy to discover what appears to be Konoha shinobi mining the area Dfor some sort of glowing stone, which caused the beasts to move down the mountain side. Tensions rise between Konohagakure and Kumogakure.
Something strange happens within Kirigakure no Sato, though little is known as records around this time become less complete. All that is known is that a large black bubble appeared around the village, and creatures never before seen seemed to come from it to kill those who dared to try and enter. A team led by the kage-elect, Jack Snipe, breached the darkness and somehow lifted the shadow ball, except with it came a flood that decimated the village and the surrounding lands. It was after this that Kirigakure took on the form it had from that day forward, the titanic Sero tree at the center of it all, and small islands all around it.
→→→• The official ending of this Era is recognized as when the Supervolcano, hidden under Konohagakure, erupts through unknown means and decimates the entire Land of Fire, killing most of its population and bringing an end to the Land of Fire as a Great Shinobi Nation.


______Era of Attention: -124 to -100 BET
Overview: The Era of Attention took its name from the widespread knowledge of the Plague’s effect, though not the cause. Panic ensued, followed by wide scale destruction as attacks were thrown to try and punish the creators of the Plague, but with no information as to its origin the world became a mess of destruction that caused an upheaval on such a scale that no one could have possibly foreseen. This Era came to an end when it was universally accepted that the Plague had no origins known, and all work was focused on finding a cure.
Points of Interest:
→→→• The devastation of the Land of Fire took all by storm, and a joint effort is utilized to attempt to stop the spread of the destruction to other lines. Massive numbers of shinobi and civilians are brought into build a mighty stone wall around the edges of the land to keep fire and lava from spreading, leaving open only four gates through which others may travel.
→→→• During this time was when an enormous number of crystallized bodies are discovered. Intel was scarce, but became all consuming when those who had helped in the effort to slow the spread of destruction began appearing encased in crystal.
→→→• After five years the news became too much to hide from the world. The first multi-national broadcast was made about the Plague.
→→→• Wars broke out across the world. As fingers began to be pointed the most commonly picked sought refuge in the Land of Fire, which at the time was considered inhospitable to human life. Mostly believed to have died.
→→→• The Sero Tree at the heart of Kirigakure moved for the first time in its life as something deep beneath it awoke. Little is known as to the details, but the beasts beneath the waves breached the Mother Gates to escape into the ocean in fear. No change, though the Mizukage at this time died as a consequence.
→→→• A new Mizukage was appointed, known as a tyrant who lead through fear.
→→→• As the final throws of whatever turmoil hit Kirigakure finished news came from the Land of Fire. A new village, self-proclaimed Yougangakure, would help as it could to prove to others that they were innocent. Their Hokage was a man of wisdom and strange birth, and legends state he had no eyes, nor jutsu, and yet the powerful spirits that live within the lava came at his call.
→→→• The minor lands, for the most part, surrendered their autonomy to Otogakure and Sunagakure, the then largest nations. The two expanded their borders incredibly, and saw an economic boom. This led to increasing tensions between them and other villages, who saw this as a growing threat.
→→→• An invasion force was sent in by the combined forces of Otogakure, Sunagakure, and Kirigakure to the Land of Fire. According to scant reports, this was due to the belief that the village had mysteriously survived in inhospitable terrain, and thus must have some sort of protection from the Plague. Possibly due to them having some sort of intel on the Plague. The forces entered, and communication was lost for twelve days.
→→→• Kumogakure sees a rise in military defensive protocol, and some sort of grant plan is enacted that begins with massive amounts of construction. Projected date of completion was unknown.
→→→• On the twelfth day of the invasion a message was delivered by a large figure wrapped in robes that obscured who they were. The message, as far as some reports go, was to inform them that their forces were annihilated. But outside of this little was ever discovered. All attempts at attacking Yougangakure ceased.
→→→• Technology was on the rise, with cellular phones and the Intranet spread across the globe in a desperate attempt to hasten communication between researchers and other government forces.
→→→• Kirigakure attacked the smaller villages surrounding the islands, and claimed them for their own. Stories remain of the horrors that were inflicted, though details and accounts vary.
→→→• As the wars and conflicts slowly faded a quiet horror began to don on the researchers and, slowly, the nations themselves as the news began to spread: “No one nation is at fault. There is no known origin to the Plague. And its spread is advancing.”


______Era of Regret: -99 to -70 BET
Overview: This Era began with the search for a cure to this Plague as more youth are taken, with little of them remaining. A new monstrosity is found to be eating the time of humans and reducing them in age and time, but the why is unknown, as well as where it comes from. This age was the last time in which someone under the age of sixteen remained. It came to an end when the last sixteen year old was taken, leaving only those who are older to remain.
Points of Interest:
→→→• The rush for a cure begins, with the original intention being one made from medicinal supplies. Research begins with no end of volunteers.
→→→• Small conflicts persist, but technology has developed to allow near-immediate communication, making it easier for nations to speak to one another. This has led to rapid responses to such conflicts.
→→→• Konohagakure has officially been forgotten as a nation, as few of the younger generation remember a time where the Land of Fire was anything but fire.
→→→• Conflicts arrise as the Chronovores, a species of relative mystery, begin selling their powers to reduce age as a means of saving people. However, as no one knows when for sure they will be struck it did little to help. By this time it is known that the age of 16 is the magic number for whether or not survivors live or die.
→→→• The Mizukage at the time unearths something in a part of his lands that to this day remain uncertain. All that is known is that Kirigakure’s growths went out of control, tearing apart structures and upending homes. This destruction was widespread, and rearranged much of the island structure of the Land of Water. No efforts were ever remade to return Kirigakure no Sato to power, and, as the Land of Fire did, fell from its place as a Great Shinobi Nation.
→→→• Technology comes underway to attempt to suspend animation of people in subterranean vaults, but some were found crystallized shortly after implementation. These were the last of the “children” of this time, and signalled the end of the Era of Regret, and the beginning of the Era of Despair.


______Era of Despair: -69 to 0 BET
Overview: The Era of Despair began with the last youthful being to be taken by the plague. Of all the Eras, this remains the one with the least amount known of it. All that can be inferred is that this Era saw the creation of the ancient, advanced, long-lasting technology that dominates the landscape. There were no survivors of the Era of Despair, as all who were taken were over age, and died out.
Points of Interest:
→→→• Unknown.
 
PostPosted: Mon May 06, 2019 8:17 am
Hi no Kuni || The Land of Fire

______________Overview
tab Once the home of Konohagakure no Sato, the Land of Fire was forever changed during the last Shinobi War when the battles grew fierce enough to trigger a dormant supervolcano beneath the land, blowing the village, and all of its citizens, into oblivion. This event triggered the end of an Era, and heralded the end of the Shinobi War as it was known. The pyroclasts, smoke and ash spread across hundreds of miles, obliterating, leveling, and uprooting much of what existed before and replacing it with flaming, smoking ruin. In seconds millions died, and even more were effected as the light of the sun went out and ash choked the life from all that remained. In this unprecedented devastation an unspoken truce was immediately put into effect as all sides worked together to step the spreading destruction as aftershocks triggered numerous smaller volcanoes to rise, though the more common belief was that they were simply vents of the original caldera, though this was difficult to prove either way with the heat and poisonous gas that was constantly being pushed out from the eruption. The destruction swept wide, wiping out places like Kusagakure and the Hidden Waterfall, the Bear and Claw, and even spreading enough to threaten places like Amegakure. With the cloud cover and sudden heat the world's weather was thrown out of wack, giving rise to cataclysmic storms that further disfigured the land and redefined the Land of Fire and surrounding territories. Despite a unified force devised from every living and breathing soldier among the armies the fires were spreading, the ash clouds covering more and more lands, setting natural weather patterns to chaos and plant life starving from the lack of sunlight. In short, something had to be done.
tab And so came the single largest campaign of the war.
tab The goal was to create the largest barriers ever made to hold back the monstrosity. This came about through a collaboration technique that drained enough Mana to kill more than a hundred volunteers in a single swathe but which created the titanic mountains that surround the border to the Land of Fire now. Through Wind and Water they pushed back the poisonous fumes and ash storms, until at last it was locked away behind four gargantuan gates that would serve as the only point of entry for the foreseeable future.
tab The history of the Land of Fire is common knowledge these days, with many written records existing of that incident and the resulting actions. The details are fuzzed, though that seems to be more of choice so as to avoid anyone undoing the work that so many were sacrificed to accomplish. This history however is what makes the people who inhabited and shaped the Land of Fire all the stranger. It took decades for the Land of Fire to be accessible by the average person, but accessible and survivable are entirely different realities. After the eruption and the subsequent locking of the borders those that could make their way their found the Land to be incredibly eerie for several reasons. First, the ruins of what came before still remain, with ancient structures locked under hardened magma, and due to that same substance many natural caverns, caves, and complexes have made every square mile a potential gold mine for exploration.
tab This is made even more manifest by the eventual settlers of the region, known as the Genshi, a wandering tribe of humanoids with a skill to craft that none in the history of the world had ever had before, or would again. These tribesman harnessed the natural resources of the new landscape to craft magnificent works of art and war, something that carried on until the end of the 5th Era and even to today. Too, the natural mana of the land found itself released during the eruption, causing mutations and alterations to the land that would otherwise be impossible. Such strangeness could be seen in the Hellwrought Forest, where very tree is made of living, growing metal that sprout Red Jellies that are condensed Fire mana in liquid form. The land itself became inhabited by reptiles of many different varieties that could swim through the lava zones as if through water, or ride the fumes like serpents of the air .
tab Today's Land of Fire hasn't changed much from the days of its creation. Continued flow of Lava from the Hypermount, the supervolcano that started it all at the base of which rests the original Youngagakure has caused the magma lake to rise higher than before, making it nearly a mile of pure molten earth separating where Konohagakure once stood and the rest of the land. The northwestern portion is a waste of poisonous gas, with only a small number of creatures able to live there for any length of time. The west and south are infested with the Hellwrought Trees, made of steel and sprouting exploding jellies, and to the east...well, there is perhaps the strangest of all, for there the world is cold and dark, for the fumes that rise from the volcanic waste of a land coalesce in a pool of darkness that never seems to go anywhere. There the ash falls constantly, coats the world in a strange ecosystem of decay.
:tag: Within the Land of Fire three species war for control, each ruling a different portion of the land while the heart of it all, Yougangakure, remains untouched as a form of holy ground. The little plant life that exists hides away in oases that can be found scattered about midst the ruins of the bygone age. The Land of Fire is a place where time fell still after its destruction, with the major theme of the land being not its multiple cultures or its advanced technology. No, it lay within what is left behind. Here the land is rife with dungeons, ruins, and natural structures that have been used as hordes for ancient secrets. The Genshi, crafters that they were, made weapons, armors, and odd objects of great power that they hoarded away from the eyes of the hungry world beyond. To those who brave this volcanic waste and the nightmarish beasts that inhabit the shadows and the flames they may find a fortune in regalia fit for a king or emperor. Too, they might join the number of the dead, or find that there are worse things to fear in the dark than a lizard large enough to swallow a battalion whole...

______________Species of Fire
As noted above there are three species that dominate life here in the Land of Fire, though unlike the Land of Mud they are not branches of one species but a race unto themselves. What separates them is more than just their beliefs and their interactions with each other, for they can all easily be described as abstracts of mankind. Below you will find each listed, describing them physically, but also their role in the political realm of Fire and how they define the ecosystem around them.
tab Terragannon
tab Of the species that call this land their home none are more feared than the imperial Terragannon. A species defined by two cycles of life they begin as buds of metal grown from a silvery creep they call Dodonvarg (dough-doughn-varg). This creep sprouts buds that look like a kind of gourd until they are ripe, after which the baby, called Sagragorx, inside rips its way free of the metal structures and open their eyes to the new world. Humanoid, they are born physically the same as a ten year old human, of either gender, but they bear a carapace made of bronze and gold that resemble thick plates of armor. This is due to the fact that Terragannon do not bleed blood, but molten metal that bears no magnetic properties naturally and bears no close cousin among the current Elements and their alloys. They bear two arms, two legs, and a head, just like any man, but a few natural differences worth noting is that their organ structure is quite similar to man but is made of stone and steel. They function like a human, but unlike others they bear no reproductive organs, kidneys, or livers, and instead possess a singular organ called a Horth that acts as a kind of "pilot light" for their bodies. A molten core of iron that rotates at rapid speed, the core keeps their internal metals at a blisteringly hot temperature meant to keep their metals liquid. Such is the heat that water evaporates at their touch, and snow melts instantly up to two feet from their bodies. This can be suppressed and held within, but isn't likely to be done so if at all possible as it makes them feel "cold". As living beings they consume fire and toxic fumes as a food source, and it is there, combined with their Horth, that allows the Dodonvarg to be made. By tearing the heart from a Sagragorx while it still beats and combining it with saliva and fresh sulfur, the Horth turns into a liquid that can be spread upon up to twenty feet of earth. Doing so allows the formation of six buds that will "ripen" in two months. At this stage consider the Sargagorx a natural-born Black Steel Bloodline.
tab The last stage of life comes when one of the Sagragorx ages to thirteen years of ago, when their Horth fluids have turned black. At this time by piercing the Horth or tearing it out and burying it in the earth without further mixing their bodies begin to collapse and turn to ash. The Horth becomes a black Dodonvarg from which begins to grow a black patch as wide as any regular creep. Instead of sprouting buds, however, this black rises and begins to form into a tall set of armor that must be shaped by the hands of the Sagragorx, with each Dynasty (family) determining shape and size. Often they are enormous. However, once grown, the ash from the original body rises as a living ash possessed by their spirit, called a Rogd, and the Rogd possesses the armor and sets the ash on fire. From this point forward they are Borsag (boar-sog), or Adult.
tab Borsags are different in that they do not control Black Steel as their children did, since they do not have corporeal flesh and blood. Their essence is in their Rogd, not the armor, which they call Zanhgd, and so their powers are manifested from the Rogd. The armor in itself is only special because it is made from the strange living metal of the Dodonvarg, though due to the aged nature of the Creep they call it Zog'Dodonvarg (meaning "Matured Birth Growth"). This living metal is as much an organism as a tree is, as it can grow in strength with the continued maturity of the Borsag.
tab What makes the adult variety unique is that the ash that makes up their Ragd can travel into other machines or hollows and control it, making them the greatest enemy of puppeteers and Tinkerers, as their ability is to override the shell and control it like their armor. This can't be maintained forever, however, as they must returned to their Zanhgd within a few minutes to a few hours, depending on the maturity, and skill, of the individual Borsag. It is important to note that this form of Terragannon is sterile, and cannot reproduce, and as such they protect the Sagragorx with their lives if necessary, though they may pick at the least of one to protect since from one six can be birthed.
tab The most important aspect of the Terragannons isn't their genetic structure but their economic and cultural ones. Unlike other races who see themselves more as a community or nation, it is the Terragannon that view themselves as the Imperial Might of Fire. Living primarily in the south west and southern sections of the mighty lands, though truly controlling all but Yougangakure itself, they call themselves the Metalborn Empire and have over the last two decades have assumed an aggressive form of Manifest Destiny. They believe all of Fire is theirs by right, and they aren't shy about trying to prove this through force to those who are too slow to recognize their gods given rights. Thanks to their belief that the Volcano that started it all is their creator, named Zaganagardoz (zaganna-gar-dose), they believe the land was made for them and them alone. This is seen predominantly in the Borsag community, as the Sagragorx have a calmer temperament by nature. Borsag are far more the angry, volatile xenophobes who will gladly war, and massacre, anything that lay claim to their lands.
tab Their cities are built from steel and stone, seemingly grown from the land around them and made into rigid, symmetrical designs that bests fits the strict and order-leaning mindframe of the Borsags. These metals can be of varying types, but all covered on the inside with the Dodonvarg where new children are harvested for the War Machine. Buildings and layouts are always designed militaristically, and with little concern, if at all, for aesthetics. Personal objects that do not forward the Empire's purpose matter not at all to the Borsag, but the Sagragorx are like children and young adults in their mentality, and as such personal possessions help define them. The mentality of the Terragannons will be explained in the next sections.
tab The Mentality of the Terragannon race is by far the most noteworthy subject for them. The Empire is run by a select few with authority granted by deeds and longevity. Given that a Terragannon is ageless, this serves to ensure that the oldest, and most experienced, run the empire with the first among them, the oldest or strongest, is named the Dondar'Garth, or the Great Wizened Lord. This mentality highlights what truly matters to the Terragannon: action. Words don't matter. The natural state of the world is violence, and the Terragannons aim to be the people that reclaim all of the Land of Fire and put to the blade all who fail to recognize their superior claim. They are ruthless, and see none by the Terragannons as any sort of worthy. Due to their longevity an lack of concern for the material they have little patience for the Sagragorx, and often will abandon them to their own devices until they are ripe for development. While this is not a birth-given mentality the training that comes from being a member of the Imperial enforces it. As such it's important to note that the Sagragorx are like the average person from the ages of one to sixteen, and think like most human children would with curiosity and affection for physical material. But it is also important to note that these emotions are stomped out by the rigid training of the Borsag once they have metamorphosed. Pile onto this the natural instinct of those so trained to see only other Borsag as fully Terragannon and you have a class warfare brewing. Sagragorx avoid the Borsag like the plague, and are often seen fleeing from a hunting party who has decided that their Horth is next in line to be ripped from them and forced to become the spawn of the new generation. Too, they try to escape when they become Borsag's themselves, out to try and find an ally or safety to live their lives in peace. While these practices have existed for quite some time it's difficult to say just how many Borsag escape the indoctrination, but something keeps the Borsag from attacking the purists, as there has never once been a terrorist attack or public cry for freedom.

Cult of the Eyeless
When it comes to the Cult they do actually have their own name as a species, being the Zhion'rhi, but the rest of the world know them as the Cult. Unlike many of the species of Fire and Mud who have a faith that, while a defining point for their culture, doesn't rule their day to day lives, to the Cult it is legitimately all they have. They eat, drink, sleep, and exist at the whims of their fanatical beliefs, though some key defining points have caused a rift over the last century between two sects of the Cultists. Given how central their faith is to them it might come as no surprise that they also attribute their physical existence to their faith, and see it as a form of punishment from their gods. What do they look like, you might ask? Read on.
tab The Cult of the Eyeless isn't a reference to their gods, but to their appearance. Male and female both resemble humans in their body structures, with two arms, two legs, and a head attached to a long torso. They are no taller, shorter, fatter or thinner than any normal human. What defines them is the details of their bodies. They are so named the Eyeless for where their eyes should be are deep hollows that recede into their skulls to the same depth of the average human eye, with solid, pale flesh closing it up right where the optic nerve would normally be attached to the eyeball itself. Their flesh is pale, their body hairless, yet the next strangest part of their anatomy would be the number of mouths they possess. One upon the back of their head, which is fully functional and acts as their primary mouth, and one within the palm of each hand. Both men and women bear human reproductive organs and systems, yet another key difference is that each ears three lungs, each slightly smaller than the average human's, and a second, smaller stomach.This has left them with a predisposition towards stockiness, but it isn't required and can be overcome with training and treatments. Upon the front of their face there is no mouth, but a nose does remain. Strangely they somehow speak from the mouths upon their hands, and the mouth on the back of the head is reserved for simply eating. Speaking from the head mouth is considered an act of prophecy only, and may only be spoken with in reference to spiritual revelation. For more information, see below.
tab The Cult primarily live where they first were created, within the remains of Yougangakure itself. The Village Hidden in the Lava was once a paradise within the ruin of the ruined caldera, situated at the base of the still erupting supervolcano but protected by some unknown force from the ash and smoke. This has left only the natural elements, Time and Wind, to run down what once existed within the village's island structure, leaving a majority of the buildings in relative disrepair but still standing enough to use as makeshift shelters. It is here, and within the catacombs within the depths of the island itself, that the Cult houses it's children, their males, and their supplies. It is important to note that despite religious doctrine being different between the two sects their cultural and societal structure are near mirrors in concept. In practice the
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:19 am
Doro no Kuni || The Land of Mud

______________Overview
tab The Land of Mud is a strange, magical place where magi-tech style technology was commonplace that have gone wild as the generations passed and the mana powering the technology began to go wild. Once known as a swamp with water never far beneath the surface, with a multitude of cultures that simply explored the spectrum of modern cultural norms at the time, the Land of Mud became riddled with trees and growths of life that turned the swamp into a jungle. That doesn't stop the large amount of land to still be saturated with the lifegiving liquid, of course, and as such there are still large bodies of water found all over the islands that form the terrain associated with the Land of Mud. This serves as the main reason so much mud exists, with the earth so regularly saturdated with water mud spreads everywhere While many species are amphibious in nature, switching between land and water with relative ease, there are also a large number of avian species that utilize the waters as sources of food and nesting, while some small number of mammals do exist that utilize the trees as their homes and habitats. For plants we have several native species of note, which will be explained further below, but the natural plants are a hardy species that handle large amounts of rainfall with relative ease. The fronds and leaves of such plants are large indeed and serve to catch as much rainfall as possible, though water is not all that sustains them. It isn't uncommon to find plants that have adapted to the strange mixture of jungle and lake or river living and have learned to dip their foliage or branches into the waters to fish for food, becoming carnivorous in a strong bid for survival with the constant explosions of growth that rock, and define, the ecosystem.
tab As for the settled species, there are three of notice, as they serve as the sentient custodians of the land in the same way Mankind did in ages past. Called the Anzu, a species of winged rats with a humanoid form that carries very similar body systems and familiar ones, such as reproductive, they serve as the primary sentient settlers of the Land of Mud. Split into three individual subspecies, each defined by their belief in what the "forebears" mean to the world they are in now and their political views, two species war for domination while the third remains mostly neutral, not really caring in the same way the others do for terrestrial domination. The prize? Economic domination over cultural ones. Unlike other species found in these lists the Anzu are considered the caretakers of not only mud but the economic diversity and structure of the known world. As such while the tribes war physically that is but a pretext to the much more dangerous, chaotic, and destructive war behind the scenes as tribal Families work together to establish themselves as the Apex Trade Power on the face of the known world.
tab Across the landscape of the islands only the sturdiest of structures remain. Like previous generations only ruins remain from what came before, though these ruins are complex and mostly buried beneath the mud of the land. In this sense there are many dungeons, many sunken fortresses both in water and mud that have some working systems. The majority of these structures were built using a complex fuinjutsu systems using "If ==> Then" mentality. Meaning, by fulfilling requirements within the jutsu structure activates the techniques in the capacity, shape, and effect it was designated to have. These requirements can be incredibly diverse, from mana types to specific signatures that may be mimicked by those who have the skill. This combo of jutsu was the foundation of advancement within the old Land of Water, and helped run everything from subways to elevators to automatons. While the technology of Automatons did make its way to Kirigakure after a time it wasn't as prevalent, given the majority of the country ran on mana.
tab As for the land itself after the Sero, which is powered by Corruption and Mana, lost its filter, the Mizukage, it ran wild and caused plants to grow exponentially all across the lands, spreading mud and plant life all across the large lake that housed Kirigakure no Sato. As such most of the lake is covered over, though one wrong step would see the unfortunate victim fall into waters infested with aquatic terrors warped by the evil within the Sero and the lake itself or by amphibians hungry for living flesh.

______________The Anzu
Alu'zagal -->
tab "The Memories" is what their name roughly translates too. They are a mirror physically to their more ""barbaric cousins as far as physical structure goes, though coloring is the clear indication of difference. Tanned, with a slight purple tinge to their flesh, the Alu'zagal have reddish manes for hair and a natural line of color that emphasizes the curvature of their clavicles upon their chest, usually ranging within the green, blue, and yellow spectrums of color. They are a peaceful and have a noble bearing, with a tendency for quiet reflection and silent reflection. Their power comes not from their physical bodies, the way their cousins do, instead drawing from the knowledge of their ancestral spirit, the Sero's Guardian, to teach themselves Jutsu. In the Land of Mud it is the Alu'zagal who maintain the ancestry and talents of the Shinobi, though in a sort of bastardized form. They are led by a matriarch council built by elected family members who oversee the running of the community, though in reality this often means the most prosperous families in the region. Each community has its own council, who each have their own representative that meet once every stellar cycle (year) to further the cause of their species and to communicate advancements in trade and changes in the market. These councils each represent a focus in a school of Shinobi learning, and each is B - ranked with their first and second class being the same, as well as a major category of Trade within their species group. There is a Ninjutsu focus, Genjutsu Focus, Eisejutsu Focus, Sensor Focus, and Performance Focus, each teaching their descendant replacements their focus and trade secrets before passing on their seat to their descendant.
tab In regards to belief, the Alu'zugal believe that mankind made mistakes but that they have learned their lesson, surely! As such they are cautious but optimistic about humans in general, and will help them where they can until one is proven bad. Too, they believe that humans will be the greatest source of change within the world market, and they believe with proper guidance they can serve the best interests of the subspecies. But the Alu'zagal are an individualistic people when it comes to crimes. They do not judge all for the actions of one, though to the one the world itself might seem hell for the punishments that it brings. This comes from the teachings of their Guardian Spirit, the one who dwells within the Sero itself, named Sypher. Despite their love of non-violence the Alu'zagal hunt and gather as any civilized species does, along with the cultivation of natural resources both needed and not. As one of the major players in the ever-changing world of Economics they focus heavily on diversification to expand their market footprint, unlike their cousins who tend to focus and excel at specifics. They live high off of the ground, same as any Anzu, and tolerate the existence of their servants, their flightless cousins. While their species hugs the forests and the coastal lands, the most ancient and revered of their species can be found within the ancient walls of Kirigakure no Sato.

Ragar'grival -->
tab Translated as "The Handmade", these group of Anzu are built in mirror to their cousins, the Alu'zagal, but their coloring is quite different. Flesh a dark, crimson red , the Ragar, as they call themselves, are a violent bunch who eat only the flesh and meat of others, the closer to living the better. This is reflected by the reds and oranges that color their flesh in lines across the face and chest, though whether these are natural or crafted is difficult to say as no one has ever seen the young of the Ragar. They are feared across the Land of Mud for their brutality borne of a cultural norm of "might makes right", even in the world of trade. Unlike the Alu'zagal, there are no shinobi in the ranks of the highly structured and militarized Ragar who value their own ability to make their own way in life. They are exclusively of the non-shinobi and Civilian variety, with a focus on soldier mixing with most other classes on the list. Due to their belief structure Assumers are quite common among their kind.
tab What makes them so violent is the belief that consumption of flesh grants the wisdom and knowledge to the consumer. This has led to the large scale violation of surrounding species,and serves as one reason species of other lands avoid them when seen. They are very secular, unwilling to consider that another point of view might well be more valid or accurate than their own, and often resort to combat as a means of enforcing their views. They have an almost religious obsession with violence and blood, and only barely tolerate their cousins. In truth, were it not for the supernatural abilities and greater levels of spell knowledge that the Alu'zagal have they likely would have been exterminated by now. This doesn't mean that they serve no purpose to the ecosystem, however. The titanic beasts that sometimes wander the lands are seen a rite of passage to defeat and consume, and as such they serve as natural predators to that which preys upon their cousins most often. They are also the type who live beneath the earth or in cavernous domains in the natural canyon structures found deeper within the islands of the Land of Mud, and as such are the only Anzu with the knowledge of metalurgy, which despite their rather xenophobic, at times, society they sell to the rest of the world. The Ragar are spread loosely across the Land of Mud and would serve as the primary antagonistic force to Humankind, for to them Humans are a relic of a bygone age. They believe that Humans will destroy the world if left to their own devices, and believe that by consuming their flesh they will gain the power and knowledge of the Humans and just use it better than they. Due to this same philosophy any human ruins or technology is highly valuable to them, and so they are quite defensive of anyone accessing human ruins or infrastructures within their domain, and will become hostile to humans quickly upon sight.
tab Many might wonder, then, how they serve as an economic power in the current world. While the brutality and savagery is quite prevalent it seems exclusively tied to their homeland, which they view as sacred and not to be violated by the feet of others. Only through necessity to they allow traders from other lands to bring their crops and merchandise to bear, but the reality is this wasn't a lifestyle they took up by choice. The Ragar in their history realized that their cousins were reaching far beyond their lands to look for allies in the world through mercantilism and open trade, forging a powerful network utilizing what had become the world's first standard currency: the Raak. Coins of gold, silver, bronze and copper, the Raak held more power in its use and commanded greater respect than any single blow of a weapon could ever prove. As such they invested heavily into the market, specializing in that which makes them powerful, the armaments of War. Metal shaped by the Ragar was known for its unique styles meant to cut clean through enemies, with honed edges that none could replicate. Too, their weapons seemed to be especially good for Exorcists and others of the spiritual persuasion to utilize as Focuses, and it is said that no Shard, Fade, or Sprite would ever pass up a chance to be housed in their splendors. Armor was light, made from metal that resemble the natural resources of the world such as trees and leaves and wood while maintaining the strength of good steel. This separates them from the exports of the Land of Fire, which showcases weapons of strange powers made more for absolute brute force without the grace of the Ragar's.

Noro'vigal -->
tab Translated as "Those Who Walk", the Noro are the only species of Anzu who are flightless, despite their wings. Slighter, and overall smaller than their flight-abled cousins, the Noro are unusual in that they travel all over the world, and they are seen more as a utility than a living, breathing being. Pale skinned, rat like beings with human body systems, the wings attached to them which serve as their arms are made primarily of pale, thin membranes that do little more than allow them to glide, and even then not for very long. They are quite, reserved, but when instigated into conversation they find it difficult to stop conversing. Curiosity is their race's strong point as it drives them to continually grow in knowledge and skills. Unlike their savage and wise cousins, the Noro have no home they call their own, as they serve as the primary means by which trade is negotiated and the their cousins' wishes be made known unto the world. They travel far and wide to spread information, and gather it, while also making a tidy profit to bring back to their loved ones wherever they may be. They are able to do this because of one special ability they have: mimicked learning. By listening to and attempting to replicate voices and languages they hear the Noro can learn in minutes what would take months to learn for another. As such they are often used as translators and spies between their cousins and other powerful species. Unlike their cousins, too, there are no real restrictions on their class selection, though their strong ties to tradition and repetition has instituted a natural gravitation towards at least one of those classes being from the Civilian list, mostly Merchant. This is still not required, but is the norm for the Noro.
tab Unlike their cousins, too, the Noro do not have a ruling body or government. Instead each individual family runs its family, finances, and business as they so desire. This is true of any free Noro, anyway.
tab The reality of the Noro is that they are a very versatile and useful subspecies, which helps their cousins and other foreign powers see them as little more than a commodity to be traded and utilized as desired. This has caused the unfortunate reality of slavery to be forced upon them. To the other Anzu a member of the Noro are little more than tools, though how they utilize and treat those tools remains in line with how they see just about everyone. The sole difference is the exclusion of the Noro from the Ragar'grival's philosophical views, as the Ragar will leave them alone and will never eat one, as doing so is considered the same as theft of a national treasure. Feasting on one has lead to more than one public, and painful, execution between all tribes of the Nagar, and such events are celebrated for their brutality so that no other would dare replicate the crime. As such, it isn't uncommon for Noro in Ragar territory to have escorts free of charge, whether or not they are property of the Ragar or the Alu.

______________The Technology of Mud
tab As mentioned above, Mud is a hub of what many in the pre war days knew as "Magi-tech", coined by the creator, Jack Harren Snipe. Utilizing an advanced, and largely secret combination of fuinjutsu tied together in a code like fashion, this technology harnesses mana as a fuel for activating jutsu in a specific ways for specific results. These could be tied to individuals, or specific requirements in order to trigger specific effects, from something as simple as opening a door to something as complex as controlling defense automatons. In general all military defenses and structures required a Sigil, something given out by the Mizukage alone, which is a Glyph that can take any shape and size that acts as a sort of key card access bound to the individual's mana signature. These Sigils were impossible to replicate due to their extreme defensive capabilities, and could only be pre-made and applied in bulk. This supply was controlled, making access to military grade technology all but impossible for the moment. Yet it was the every day technology that would recognize Shinobi level mana or stamina, and civilians, thus making access to public locations permissible only now that humans have begun walking the earth again.
tab In the current Era, the so-called 6th Era of Mankind, the Anzu have collected much of the technology one might find simply laying around, yet they have largely as a species left the myriad of temples and ruins situated across the Land of Mud untouched. This is in large part due to the technological defenses that exist that can catch the unwary, though the reality that the technology is basically useless without knowing the specifics of how it functioned originally also contributes. What use is wading through dangerous traps only to find technology you cannot use? As such the Anzu stick mostly to what they've scavenged and know work. This has led to many defensive objects such as amulets, armbands, and armor that can be used to defend one-self from aggressive forces. Looking into their homes you may find objects that produce heat or cold to store food or survive the winter. Doors that open and close, or lock, at the will of the homeowner are quite common, along with alarms and traps that can be triggered with specific requirements. Such technology ranges from the clearly advanced to every-day objects that bear strange glyphs and symbols upon their face.

______________The Cultures of Mudthe tech
tab The Anzu cultures are described above, but the cultures of old Land of Water left a lasting impression on the culture of Mud at large. During the height of Kirigakure no Sato there were twenty to thirty distinctly different cultures spread across the islands, but all had a few similar aspects that have survived in writings and documentaries that can be found littered across vaults and old buildings. The first was that the cultures were very spiritual in nature, often with different deities, spirits, or demons that ran the world or who controlled that which lies behind the curtain of creation. In short, spiritualism and often-times "old world" religions found themselves putting down roots here. This can be seen in the world of Shattered Past by the various ritual sites, temples, and paraphanelia that can be found scattered across the Land of Mud. This has directly influenced the lives of the Anzu, who utilize spiritualism in a tribal-esque sorts of way to communicate with the lands of the dead. To be clear, the power of their belief had incredible potential, in many cases showing real-world effects from their belief alone. This has left much of mud feeling like some voodoo bayou depending on where you go, due in large part to the weakened barrier between Death and other external Spheres and this world. Sprites, Fades, and Shards will often find their way here unintentionally, flickering in and our of existence or crossing completely without any physical ties.
tab In regards to the day to day of the current Era, the Anzu culture is based on economical prosperity as a means of measuring power and influence. Each city or subsection of the lands is controlled by a number of families who together rule the local area, though in some cases one family might be lifted above others for various reasons to become some sort of nobility. This changes from location to location, and with the constant change of hands in regards to power and land it becomes increasingly difficult to keep an up-to-date map of the numerous cities and their territories. Still, these families war amongst themselves as much as against those of other cities and nations, with the intended goal of supremacy in all manner of the word. It isn't uncommon for "good" families to back stab their own for greater gains, and as such can be compared rather well to the nature of the Yakuza or the Mafia.

______________The Economy of Mud
tab Unlike what might be expected given their appearance, the Anzu helped define the main land's primary currency, the Raak. Copper and bronze, silver and gold coins copied from the distinctive design of the Ryo, the Raak are valued more than the Ryo was before the collapse of society due to the reality that printing currency is a time consuming process and they simply don't have the knowledge to automate the process. For reference sake, one [1] Raak is worth three [3] Ryo, though as Ryo is handed out more and more this may change. Just who made it is an argument for an eternity, but of the Tribes it is the Noro'vigal who print and distribute the coinage. While the Raak is most definitely interchangeable with the Ryo of the returning humans, the Raak has a distinctly redder color due to the much higher iron content in the land itself. This is important to note for several reasons. As the country that serves as the primary maker of the world's reserve currency the Anzu are left out of the majority of international conflicts, being left to handle their own devices as all three tribes have requested (whether the Noro did so of their own accord is difficult to say, given their current status as a slave race.) This is in respect mostly of martial conflicts, however, as trade wars are more than common, with subterfuge, shady tactics, and However, this is not to say that the money itself is their only economic export. Below is listed the top five imports and exports, as well as which tribe primarily handles that. Those that have equal desire or pull on either will be listed separated by slashes.
 
PostPosted: Mon May 06, 2019 8:20 am
Land of Iron

______________Overview
tab In the days of old the Land of Iron was the heart of the Samurai tradition, those who utilize their beliefs and convictions to activate unique abilities to combat the Shinobi and evils of the world. When the Shinobi Lands wanted an impartial voice it was to the leader of this land that they turned, for they were beyond the desires of the Great Nations. Yet around the Third Era, after the devastation of the different neighboring lands the Iron King decided that their homeland needed to grow, though whether this was a decision made to benefit the many or the few was never truly able to be discerned. Yet what followed could not be ignored, for Iron began an aggressive campaign that all of the lands north of the Land of Fire subsumed into direct control of the Iron King, as well as the western nations of Bear and Claw. What came of this rough expansion was a swelling of new technology, a wealth of culture and peoples into the Land of Iron that saw a fundamental change in how the nation ran itself. The Samurai Way was clearly not for everyone, and claiming land and nation was never an easy thing especially when they were protected by the Hidden Villages deep within their borders. As such the King decided it would be best to section out the Lands under his own Lords, ensuring they paid the proper fealty but otherwise allowing them to run as territories under his dominion.
tab The northern land was Iron, the Iron Core, and it was here the Iron King ruled. Here the Feudal system remained despite advancements in architecture, technology, and politics. Architecture took on a more traditional style of design from Fuedal Japan, with Lords and Ladies ruling the territories within Tsukiharahana and the surrounding lands, including those within 50 miles of the forest that surrounded the city. Of the three locales within the Land of Iron this is the one that truly rules, as it is the seat of power that oversees the other three. Their specialty is in the making of traditional weapons and armors, and as such their armories will house more basic weapons but made with unusual metals and combinations that are not found anywhere else in the world, as to be given one was considered an honor that was difficult to obtain.
tab To the south and east was granted one such lord, name lost to time, who used the technological advances and the hierarchy of the modern-thinking Otogakure no Sato to establish himself as President of the Naga’Dar Coalition. It was here that modern science held sway, and it to them the directive of progression was given. While Tshukiharahana is known for its traditional and feudal styles that didn’t mean the Iron King didn’t see use for advanced technologies in a bid to defend themselves from the encroaching Shinobi threat as the violence from the panic of the Taking spread throughout the world. That, and modern conveniences were, well, convenient. As such the Naga’Dar Coalition began researching into mechanical advancements with chakra as a mechanized power source, utilizing technology formerly used by those within Otogakure and from what could be scavenged from the ruins of the Land of Fire. They developed the first prototypes of Fourth Era technology, utilizing a blending of chakra and electricity in order to power their machinery. They had the first computers close to modern age, and were the first to develop chakra ammunition cartridges, though these were rudimentary and required altering pre-existing weaponry for best results. There was a lesser known job, however, that the Coalition had been handed: protect the Northern Battlements and ensure that none pass into the Land of Fire. And, more importantly, that nothing comes out.
tab To the north and west went the hardiest of men used to the cold and the barren landscapes, where they maintain a mixture between the Fuedal and Modern cultures of its Eastern brothers. The state, known as Antrothia, buried deep into the world, creating networks under the snow-covered plains and harnessed the natural power of the earth. Thermal plants were developed and mass produced, and deep in the complexes villages and towns spread out from these warm generators to fight the natural cold of the depths. In exchange for this they could work in the dark, away from prying eyes, and it was here that scientific research took a leaning away from the mechanical and towards the biological. Microbes, physical alterations, genetic tampering and restructuring, making physical advancements among them that turned their populace into a society of Mutts. That isn’t simply a derogatory term shared between other nations, either. It is what they referred to themselves to as a badge of pride of surviving the changes and becoming stronger for it. They produced some of the greatest serums and concoctions in the lands, utilized by many to allow them a foot up against the Tamers and Sensors of the Shinobi. This also ensured that their skill sets were broad in range, spread across a multitude of different categories and uses. As such they were often hired as mercenaries and spread plied their trade well no matter what the occasion, as they could change their “natural” abilities on the fly. Their culture, as noted, was a middleground for the Feudal and modern structures of its brothers. They bore no king but a council of delegates from each city within their territory, with one, called the Heraldic Voice, being considered the first amongst equals elected by this same committee. They decided what each location specialized in, what their goals were, and what their next steps were every three months, with the Heraldic Voice being the only point of contact for the Iron King to speak with.
tab But this is the past. What about the present?
tab The Land of Iron still houses some of the most diverse ecosystems and fauna in the known lands. In the west there are grasslands and rolling hills, while north and west you’ll find cold plains and pitted fields where bombs once dropped. Central lands are where the trees and grass give way to the dead and dying and the evergreens of the winter wastes that is the lands of the original Iron. To the east and south the lands become closer to jungles, though how and why this drastic change exists remains a mystery to this day. Yet the diverse biomes help keep the core strength of what it means to be a member of the Iron Lands: Survivability and Strength. To survive to adulthood, to train and rise in rank is to show that none can break or bend you from your convictions, though just what kind of convictions were up to personal choice. Each section of land has changed, each controlled by a species that has laid claim to the land as their own. As such, unlike other sections, the location’s details as well as the species itself will be listed together. This is due in large part to the fact each species has left a significant impact on the world around them. Please see below for further information.

______________Eglatiks // Antrothia
tab In a twist of fate that everyone would have saw coming the one known insectoid species found its way into the tunnels of terror that is Antrothia. The Eglatiks are one of the strangest species on this list due to their molting behavior that, while similar in theme to the Terragannons, is on an entirely different level. Much like some species of insects like butterflies and moths the original form of the Eglatiks are a grub like being with the skull structure of a human being but with mandibles that grow from the jaws. They do not speak, and they can only truly feast upon liquids or soft vegetation, but their size makes them frightening. Beginning as little more than a foot in length and several inches across, in little more than three [3] days the larval staged Eglatik (called Rooshi) becomes a full four feet in length and nearly two feet in width. Scaled like a serpent but with spots of varying colors down its sides, the Rooshi is a physically weak, defenseless thing that could be easily killed were it not for the reality of what it is. Unlike other species which are born weak and grow into their knowledge and experience, a Rooshi is born with the sum of their Tribe’s history and culture, in direct connection with every Rooshi of their clutch at the same time in a communal hive mind. This comes with the added benefit of having receptors within the base of their throats that generate a psychic field just strong enough to speak to another within the same way a human would speak out loud. The Rooshi Clutches serve as the leadership of their generation and begin immediately after birth to have the understanding and capacity to take charge. They are thinkers, negotiators, and leaders of their Tribes. Yet once they have consumed an uncertain amount of knowledge and have lived for no less than one year they begin to pupate, and form into a chrysalis that lasts for one [1] week at most, after which it will split and the Adolescent form emerges, called a Fûndine, which is when things become strange.
tab Unlike the rest of the evolutions the Fûndine are a tailored species that takes on characteristics of other species in order to better communicate with them. If met with a human they will come to the closest approximation of a Human with characteristics of the Eglatiks mixed in. This is in an effort to fulfill the role of the Fûndine: communication, and negotiation. While the Rooshi speak in a sense they do not do well with other species. They govern, they learn, and they record. They lead through wisdom. But the Fûndine are the perpetrators of their will, and serve in a variety of roles that benefit them in communication and cohabitation with their assigned species or group. As such there is no standard for them, but their skill sets are vast. Like the Noro’vigal they learn quickly, though in this case they pick up skills, talents, and jutsu faster than anyone else and with a fevered pace, thus allowing them to progress further than other races in pursuit of the Shinobi or Non-Shinobi ways. They do this through repetition, repeatedly testing themselves and generations to progress until their knowledge and expertise have reached their peak. These adolescent forms reach reproductive maturity at the age of twenty [20], reproducing through human-like means to`gather DNA and spread it to the next generation through laying eggs. These eggs, called Uruk, are made in clutches of ten to twenty [10-20], and hatch within the ur months. It is upon the birthing of their Clutch that the Fûndine begin their second evolution, forming into a chrysalis that hatches in the same time as their previous forms.
tab It is important to note that until this stage all Eglatik are female in gender. Yet upon this stage the gender becomes random, and as they are freed from their chrysalis it is immediately obvious which is which. This stage, called Nurok, are larger bipedal insectoids with tall, lithe bodies (if female) or short and muscular (if male). Each serves a specific purpose, but of note is that both have the mandibles of their infant stage, the Rooshi, with similar skulls. In this form they grow fiber like structures that can be short or long that act as their hair. Their forms have a somewhat pliable exoskeleton similar in toughness to crustaceans, but with the texture of velvet that belies the rigidity found below. Too, they have the bodies of human design, but with some key differences. They have four fingers per hand, one of which acts as an opposable thumb, and the nails are as hard as granite with a scoop-like structure to allow for digging. Alongside this they have the same structure for their feet, allowing them to use all four limbs for manipulating as desired. They bear four eyes upon their face, too, but what stands out for this form is more their purpose. In this stage the Females serve as caretakers to the Rooshi, and the last line of defense if their main force, the next stage, are defeated. They maintain all of the skills of their Fûndine stage and with the same level of intellect. The same cannot be said of their Male counterparts, who have developed into a form of “worker bee” that digs and hollows out their underground home. Too, the males serve as forgers of their weapons and armor, and as such as physically more powerful than their lithe female counterparts, and serve at their, and the Fûndine’s, whims, as they do not have the mental capacity for the Rooshi to communicate with them directly. Only upon reaching one hundred [100] years of life does the Nurok evolve into its final stage, the Jurin (hoo-reen).
tab The final stage of life for the Eglatik sees the average intellect become little better than that of a trained animal, for that is what they truly become. If male before, the Jurin become a sort of hound like creature, as large as a light horse but with a head similar in design and shape to that of a scorpion. A thick, fibrous mane surrounds their heads and act as hair, shield, and reigns for those that ride them. Their back carries spines that curve backwards, with a single long gap in the center to allow for sitting. Including the chitinous stingers that are attached to the five foot long tail, their overall body length can range between twelve to fifteen feet in length. With the spines and the heavy chitin upon the body these creatures are nothing short of walking tanks, and include this with the strange ability to bite through steel and eat just about anything to convert into food for the Rooshi. As mentioned before, the male Jurin serves as a kind of dog, and as such serves in similar capacities. Seen as loving companions, they are treated with the utmost respect and love, each assigned to a Clutch as the first line of defense against any form of assault where they swarm, enmasse, upon intruders. Their female counterparts, however, can be likened unto siege weapons, carriers, and other such machinery. The females grow to monstrous sized beasts similar in nature to spiders, with enormous black bodies that are strangely hollow. Existing solely on small vermin and lichen, the female Jurin are titanic beasts that resemble a black widow but where the hourglass would be instead lay a sort of biological portcullis that can expand to allow access to its abdomen, where it can easily house a hundred male Juurin and any combination of Eglatik that can take up the same volume. They do produce a sort of silver fiber thread that is as thick and strong as good cabling to attach to surfaces, but their primary method of travel is to skitter at incredible velocity across lands. Unlike their male counterparts they do maintain some level of intellect, though simply not as much as they had been. Similar, in a way, to a child with a simple understanding of the world. They, too, are honored, though this may have to do with the fact they can secrete a biological acid from their mouths that can eat through most metals, with an exoskeleton that can shrug off some of the strongest attacks naturally [D to A - ranked Defense].
tab As explained above it is important to note how the lands of Antrothia have fared under the rule of this hive species. As previously the majority of the land’s existence is truly underground, with structures both deep and close criss crossing one another in a vast network of catacombs. In this place solar light is a foreign concept, instead opting to use bioluminescence from the multitude of fungal growths that grow everywhere. Plants are not the only source of light as the Eglatik have utilized what remains of their ancestral home’s technology to alter the natural fire tick colonies to act as sources of light with brilliant red, orange, green, yellow, and blue bioluminescence. This lack of light helps disguise the entrances to the cities of the Eglatik, who hole up within the ruins of what remained from previous generations but made more personal by the introduction of webbing and hardened Jurin excrement that creates a ruddy, earthen claw that is nearly indistinguishable from the stone around it. As such the cities look like a nightmare for those who fear the insect kingdom, for the cities look like what one would expect of humanity being claimed by an insectoid species.
tab Above ground the land is a fertile, flowing land defined by rolling hills and strange colored grass, with thickets of red leafed trees dotting the landscape haphazardly wherever one goes. Here is where the ancient Village Hidden in the Grass (Kusagakure) held dominance. Yet now the lands grow wildly, untamed by the Eglatik below who worry only for their own, the entrances to their underground homes apparent in the mausoleum like structures the Mutts had created in their heydays to mark the entrances to their subterranean homes. It is believed that some of the monstrosities above, amalgamations of animal and man and beast, are descendants of the experiments that the Mutts had once performed. Whether this is the truth or not remains uncertain, as the Eglatik simply don’t care enough to know. That doesn’t mean the ruins of the former villages and cities, civilization in general, aren’t around. They are. But these are made even older with how the Mutts treated the land, as a place to grow and not a place to live.

______________Luminest // Naga’Dar Coalition
tab Of the myriad races that now walk the earth there are many that hold the title of “Strange” when compared to the physiology of Mankind. The Luminest are perhaps the closest physically to what Man has traditionally considered “Alien”, as opposed to the “Strange” others possess. This is due to their long, impossibly thing humanoid forms with translucent bodies that appear to almost be made of colored crystal. Blues, greens, reds and more, the Luminesti (plural) are a species of simple elegance, with a traditional humanoid shape with two arms, legs, a tall torso and a thin head. Yet that is where the similarities end. They bear no facial features, nor intenditions or shapes where there would be. They are hairless, and bear no distinctive markings upon their form nor imperfections. Light that strikes them twinkle at night, giving their forms the image of containing constellations of stars. Yet these are just made from the millions of fractals within their forms, which are made of flesh but flesh that has gained a pliable crystallize structure that acts as normal flesh would. Male and female is difficult to tell apart, as the species has little use for such monikers, and as such only utilize such terms when in contact with other species. This is due to their reproductive nature, where they meld material together between parents and birth through sheer willpower and music. All creations in this matter are still children and require rearing, same as humans. Otherwise they have the same life expectancy of the average Human. Unlike other species here within these lists the Luminest not only do not feast upon solids or liquids to sustain their life but they obtain their energy through light. Different light elicits different responses and effects, such as the softer light from the Moon granting increased physical regeneration while the light of the direct sun grants a chakra regeneration bonus to them to sustain their psychic abilities.
tab Their physical nature is not the only oddity about them. As noted, the Luminest do not have any mouths to speak with, foregoing the ability to consume liquid or solid matter or to communicate by normal means. This is due to their second nature: they are all psychics, able to communicate through mental generation alone. Yet it is what they communicate that is likely to startle more than the method: they speak in music. An individual’s “voice” is defined by the instrument family they are a part of, and the method of play. While one family might be all a String type, the specific instrument would determine age, rank, and hierarchy within society. In effect a conversation amongst the Luminesti is nothing short of a symphony. This conversation is entirely mental, radiated outwards in a field so that those within who are not resistant to psychic attack hear the communication within their minds. This has left others none too keen to be around them, which is a shame, since they are keepers of advanced technology and are a race of lore keepers that would put any other race to shame.
tab Relatively small as far as population goes, the Luminesti live within the jungles and forests that take up much of the former Coalition territory, living near the great cities and roads that crisscross the nation and dot its surface. Considered sacred by the Luminesti, who value their yearly forays into them, they enter only as a means of gathering information from the past without any intention of destruction. A pacifistic culture by desire alone they believe in recording without interfering or altering if doing so does not threaten the continuation of their species. Bargainers all, this causes their training to always include their first class taken as Researcher, though the second is entirely up to them.
tab This horde of knowledge and technology has brought them under fire from other forces in the known world, however. It is difficult to overlook the stores they have, and as such other nations are constantly trying to get into their hidden vaults, which they guard the location of keenly, which causes tensions to rise. It wasn’t until a few year previously when the Fades of Tsukiharahana and their Iron Key proclaimed they would murder anyone who tried sacking them that the constant pressure from the Eglatiks, Anzu, and Terragannons finally waned enough to allow for some manner of peace. TO those who still try, however, it is worthy of note that while they are never trained with the arts of the Shinobi they are still proficient with the natural forces of the mind, making them the foremost expert in illusory techniques that follow the same laws that Genjutsu do. They are no slouches, and despite their physical limitations of strength and speed they are masters of Chakra manipulation, allowing them to mimic some known Shinobi effects to move quickly across the field of battle and deliver powerful illusions to crush the mind and soul of their victims.
tab The Luminesti live within the forests utilizing architecture shapes from crystal-like structures, the source of which is a byproduct secreted from their forms generated by excess solar and lunar light consumption. The closer to the solar side of light the redder the crystal, whereas blue colorations become common the closer to lunar light it is. There are variable differences depending on the mixture of the excess light, with blue crystals gaining a bit more flexibility while maintaining the hardness of granite. The redder the crystal the more rigid the material while maintaining a hardness of steel. This serves as their primary sculpting and building material, and they have a word for it...in music, which makes it near intelligible to the average person. These structures are built with beauty in mind, an alien beauty made of flowing waves and all lack of straight lines that can be attained, as to the Luminesti a straight line is made by mortals and thus is evil to them as far as structures go. The best explanation perhaps that can be given is the belief that to try to act in defiance of the natural order is a crime against nature itself. These structures are often large, graceful buildings that appear almost grown around natural structures, with attention to detail to allow for grow beds and natural plant growth to be stimulated instead of opposed. Ceilings are commonly made of thinner purple material, thin enough to be able to see the sky and have the natural light focused into the building to use natural light, not artificial light, within the buildings. This causes the buildings to be almost constantly lit with a natural ambiance similar to the light of a normal torch flame or good lantern, even during the thickest cloud cover. This is done mostly for the sake of visitors, as they do not need light to “witness” the world around them.
tab The land of the Luminesti is dotted frequently with ruins of the ancient world, with the dead and hollow structures of skyscrapers can be seen reaching above the clouds or so high as to block the sky. There are cities and towns, ancient roadways that have been claimed by the growths and trampled by centuries of animal and intelligent footwork. These have yet to be repaired into their original structure, instead paved with their discharge to make the travel hilly, but manageable. In these cases there is never an even road, always with some minor flaw so as to maintain their beliefs. This has lead to many buildings be made serviceable once again yet with the machinery and details within left to rot to dust. Cars, trucks, bikes, and other vehicles scatter the roadside where they were left for reasons unknown, and many a building bears the last remnants of humanities existence like a badge of honor, such as game shops powered by long-destroyed cable structures that had been repaired and even now have their arcade machines powered and ready for those who would chance the high score. Such things are common here, but so, too, are the more dangerous kinds.
tab Being that they inhabit what was once Otogakure and the Land of Sound, both known for crazed experiments and, after, technology that was designed for anti-shinobi warfare, this part of the land is filled with abominations of former experiments that escaped confinement and containment and machinery of complex, unknown natures that are nonetheless guarded by the Luminesti lest they fall into the hands of those who know and who would abuse them. Still, some Luminesti break from this belief, and technologies often times go missing only to return later without any explanation, sometimes repaired and sometimes in worse condition than ever. More about this will be covered in the Culture section of this post. What is important is that due to this it is never truly known just how safe anything really is, with many places wracked with strange, world-altering effects such as changed gravity, schewed colors and other such changes that can disorient even the most experienced of adventurers. The danger lies in the reality that beasts and monsters have lived within these locations perhaps their entire lives or for generations, meaning that while one may be affected strongly a beast used to such a reality may come slithering up for a bite. So mind your step.

The Fades of Tsukiharahana → Yokai

Cultures and Plans of Mud
Overview
tab Unlike Mud and Fire where the different cultures have cultural centers but which intermingle on the regular, the cultures of Iron are an incredibly strict, almost xenophobic kind who keep to their borders. While each culture has its own reasons for such it is said that the Luminesti put it best: fear. Each of the three has their own specialities, their own unique attributes and strengths that balance against one another in an almost too-perfect way. While the insectoid armies of the Eglatik are biochemical nightmares, their major communication structure is incredibly suscepitble to psychic interference, making fighting against the Luminesti all but pointless. Yet if their physical defenses mean an assault against them would cost the much more fragile Luminesti to die in the thousands, and given their low birth rate it would be, too, pointless. With the Yokai, who are beings of emotion and dead energy, fighting against the Luminesti means putting their physical beings on the line, while fighting Eglatiks would physically be a breeze since they can be made intangible. Yet the Eglatik are adaptable, more so than the Yokai themselves, and as such can likely make it past the front lines and undo the very binds that keep them going by freeing the Shards and Sprites that feed their war machine. In this the land itself is outwardly peaceful, with roving bandits and ‘rogue factions’ being the major concern. Yet scratching at the surface can yield startling results, as can be detailed below. Each culture has its own rules, regulations, and customs that govern all that they do, including interaction with each other. Below you will find these detailed but also the desires and aims of each nation.
Eglatik
tab Of the three major species that inhabit the Land of Iron it is the Eglatik that is perhaps the most strange and alien to man. This is due to the lack of individuality outside of the Fûndine, who very much take to the task of learning with a degree of excitement bordering on obsession. This lack of individuality isn’t so much a suppression of will or personality as it is a mutual desire to continue to grow and preserve the history of the Colony. That doesn’t mean there isn’t separation, however. Within Eglatik society there are twenty three different Colonies that are spread across their lands, each with a clutch of Rooshi leading it and a myriad of Fûndine retainers. While the Rooshi work together to preserve the history and culture of each, which can vary to some degree between religion and scientific leanings and philosophies, it is the Fûndine who travel between the Colonies to spread good will and knowledge. Each Colony has, at its core, a trio of fundamentals called Isig, which define their culture as a whole. These can be also called Values by which they live by. Unlike such values seen within human culture these are not simply one word catch-alls, but thought out phrases and rules that guide the Colony on its path to glory within their beliefs or, in some cases, lack thereof. The Isig of each colony is unique, and another colony attempting to replicate or assume the Isig of another is grounds for war.
tab Each Colony will have a list of its Isig at the borders of its territories, which are based entirely on locations mankind once rules. To date there are no Colonies within Eglatik territory that are not housed in the ruins of a human settlement. When entering another Colonie’s lands it is expected that those from another Colony respect the Isig of the ones they are visiting, though they are not beholden to it. In this way it is similar to “diplomatic immunity”. However, this does not mean there are no reprisals for bad behavior, and due to the rigidity of Eglatik culture and the nearly obsessive desire to maintain the rule of law these can be used as justification for war between Colonies. While these are by no means uncommon between colonies it isn’t something either seeks out, and so it is made easier to maintain relationships by simply stating the Isig up front to all visitors.
tab Eglatik culture is one of honor to the family, and obligation to law. Within each Colony there are no more than four Families, called Ürüs (oo-roos), with each taking up a particular role in the running of the Colony. Every ten generations of Fûndine sees a shift between Military, Treasury, Politics, and Structure, and until the next change, called Füsug (foo-soog), they are the absolute authority over their domain. Families are differentiated on coloring and designs, as the Eglatik prefer sharp edges and neat likes causes them to be uniform in structure. One family might have green colorings across spots, lines, and hues, whereas another might be differentiated by a particular mutation, such as having wolf fangs instead of the normal mandibles. This differentiation is a family trait that breeds true with small variances every generation, and is the hallmark method of any culture to identify the families. Each Colony will have the Ürüs and their mutation listed within its first Post, so read well.
tab What is perhaps most important is the overall end goals for each colony. Science is the hallmark of the humans that came before. Known for biological and chemical engineering the tunnels and cities are filled with refuse, old machines and notes and strange beasts that were left behind when the end of the Era of Regret saw the last child taken. As such the Eglatik seek to harness this for some personal ends that each Colony keeps from the other, what is known as the Üs’Isig, or Shadow Virtue. The Üs’Isig is the true drive of the Colony, a secret weapon that will dominate not only the rest of the Colonies but allow them to finally spread to the surface and spread. For the reality is that the wars over the last century have waned in ferocity, causing the deaths that come from each to drop as well. Yet the birthrate, long considered enormous and rapid for the sake of the enormous wars that used to wage to compensate for the mortality rates, maintains the same. This has led to an overpopulation within the tunnels, causing each Colony to begin seizing the crossroads that, until recently, had been considered neutral ground and unable to be claimed. Only the Rooshi and some select Fündine realize this, as it has been kept a guarded secret lest someone utilize this knowledge against one another. As such each of the Rooshi Clutches developed an Üs’Isig in order to battle this development. It isn’t malicious, not at its core. It’s survival.
tab Each Colony has special relations with one another, with each colony utilizing its own unique culture traits as a means of producing a particular Export. These, too, are listed within the posts made for each Colony, and should be examined carefully. Again, unlike the cultures of Fire and Mud, each of the Iron species are nearly completely self sufficient.
tab A moment should be spared to cover another strange aspect of Eglatik culture: Religion. Unlike others the alien mind of the Eglatik do not recognize Gods or Demons the way other species do. They worship science, the end result of natural evolution, and the natural will to survive. This allows them to get along well with the Yokai for they, too, believe that one’s actions matter more than words or sentiments. As such, the Eglatik do not lie, and are incredibly direct and blunt when speaking. Utilizing their alphabet, which are made up of glyphs
Luminesti
tab Luminesti are a strange species, both in their communication methods and in their physiology. This does not mean they are that difficult to understand on a philosophical and cultural level. Surprisingly the Luminesti are the easiest to understand, as the majority of their species are independant lovers of learning. Between their musical method of speaking and the method of utilizing human Virtues as names (Beaut, short for Beauty, and Tranq for Tranquil), the Luminesti are a very abstract species. The goals of the culture is to learn, to understand, and to chronicle all that has happened, all that is happening, and all that will happen. This, coupled with their staunch pacifism, makes the Luminesti relatively harmless politically or militaristically. To a Luminesti all life is sacred and treasured, with each “breath” taken meant for the betterment of all living things. As such the other species of Iron have a bargain with the species that defines their interaction with the rest of the world. In exchange for helping them understand and utilize the less dangerous devices of the modern world they will defend the Luminesti, as long as they stay neutral in all things. The majority of the Luminesti agreed, and as such they live a peaceful life with only the natural monstrosity or nightmare as an aggressor to them.
tab This doesn’t mean there aren’t contingencies lest it happen, of course.
tab If pressed a Luminesti will attack with all the might of their psychic powers, utilizing effects and abilities that defy explanation and is on par with some of the greatest feets a Shinobi could perform. Prodigious wielders of the mind their specialty is more within the realm of illusions, making them more in line with Genjutsu users than anything else. This can be showcased in their sweepingly beautiful cities, works of art that tantalize the mind and forged with the seeming intent to replicate dreams. Illusions of many millions of designs flicker about, fantastical images that align with the natural beauty of the world and showcase the natural splendors. Each city or gathering within the lands are different, with a variety of favorite designs and mediums that leave it nearly impossible to tell if there is order to the chaos. Perhaps that would be the best way to explain the species’ culture: chaos. The natural world is to them the natural state of the world. They build alongside it without the intent to mar or change it. To take from nature without respect and giving something in return is a crime they don’t even consider.
tab At least, the majority do not.
tab As you may have noticed, adventurer, the word “majority” keeps getting thrown around. This is due to what the Yokai call “Encroachers”, a group of Luminesti who view themselves are protectors of the modern world from the ancient. Outcast from normal Luminesti society, who rename them with virtues of aggression or negativity, these Encroachers weaponize the technology they find and mingle it with the world’s modern technology to become what they refer to as “knights”. An archaic form of address that fits them well, the Luminesti of the Encroachers are marked by the suits they wear, full plate like the knights of old but with mechanical augmentations. A collective brotherhood that will take in any member of any race that follows the following belief: mankind destroyed the world centuries ago, and if their works are left to the current world to follow it will lead to the same conclusion. As such the Encroaching Knights have utilized their species knowledge of all things ancient and created armors that accentuate their strengths in order to allow them to travel the world over and enforce their self-imposed law that any who utilize the old technology in dangerous ways will be punished, up to and including extermination. With the advent of Humanity it is difficult to say just what this will mean for their species and the Encroachers, but what is known is that the Encroachers have no set philosophy, only a shared belief that to better the world they must be the keepers of the past. As stated previously they have no racial inclinations, and welcome all species into their fold who desire to follow the same path. They are ruled by a secret cabal who meet once every so many years to discuss matters, and none know who their identities. All that is known is that they have a base of operations in every nation, and their headquarters lay somewhere near the city known as Otogakure no Sato, the village hidden in the sound.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
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Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:21 am
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The Radiant Wastes

______________Overview
tab Once known as the Land of Wind, Kaze no Kuni, and other such names, the Radiant Wastes were once the hub of trade and the absolute pinnacle of knowledge and technology across the world of the Shinobi. Even outside their world of espionage the land was known for its forays into the scientific side of study, ranging from technological creations for both military and ecological purposes to medical and astronomical studies that redefined the studies of each. It wasn't without its own share of problems, of course, but this advancement was kept in check from spreading to others with a strict, non-negotiable policy of neutrality. Any could come, could study, could learn if they brought something of value to trade or could prove their adherence to this neutral policy. Those who failed to do so were swiftly and harshly dealt with, as were any thoughts of internal insurrection. It was a bastion of knowledge and power that the world envied, for while the rest of the world struggled they persevered.
tab As one might expect, this didn't sit well with others.
tab There were many attempts at the glory of the Land of Wind and its crown jewel, Sunagakure no Sato, but none ever truly breached its walls nor laid them low. When the United Hidden Villages struck out to attack them they brought the greatest force in history and were wiped out nearly to a man before the enemy force surrendered. Whatever happened there sent a ripple through the enemy force that caused many to turn sides, triggering a civil war amidst the enemy's forces that weakened it drastically. When the great wars ravaged the world, when the great Super Volcano erupted beneath the Land of Fire, it's closest ally, the Land of Wind persevered and was largely unaffected by the catastrophe, though they were quick to lend a hand...for a price. Where other nations and forces raised and fell the Land of Wind stood strong, despite the barren lands they called their home.
tab During the early years of the Plague the Land of Wind felt immune to its effects, largely justified by the low numbers of afflicted. It wasn't until the 4th Era that things finally changed. Almost as if to spite them the Plague ravaged the Land with such deranged efficacy that even the many cures that benefited other parts of the world simply moved too slow to stop it. Just what exactly happened in those final days is difficult to say as the Land's long-protected secrets and the brutal efficiency of their secrecy policy worked against them. When the Plague did finally still its vengeful tirade it left the land a broken one, with few survivors even known about. With communications the world over strained if not missing entirely the Land of Wind was left, as it had always seemed to desire, alone.
tab Any records from the Fifth Era would be rare indeed to find, as it is widely believed that the during the Fifth Era the population of the land fell into such decline that the number of scientists and experts who knew how to run, and maintain, the nuclear reactors under Sunagakure no Sato led to a meltdown that changed the surface, and future, of the region for millennia to come. The blast devastated the region, releasing radiation levels that the world had never seen before and disfiguring the entirety of the Land of Wind.
tab In the new era this history has led to a region cursed by its forebears, for radiation plagues the land and has changed much of the flora and fauna, forcing it to adapt to the environment to survive. Ruins of the once great nation lie everywhere, often becoming hidden or revealed over time in a never-ending cycle as the sands shift and change with the passing of the almighty Radiant Storms. At night some regions glow with internal power, residual energy of the power plant mixing with the natural mana of the region to create hideous, unearthly changes whilst giving off light equal to the moon even with its absence. Given the sudden nature of this regions death many locations remain as they once were. With the advanced knowledge of the Land of Wind being what it was much still remains of those ancient days, most working to defend itself from interlopers who would dare approach without the permissions of their creators.
tab Mostly a desert, today the Radiant Wastes bear several regions all their own that are distinct enough to bear their own names. The Infernal Wastes inhabit the north and western part of the lands, so named for its connection to the Echoes and the absolute chaos that the region brings to any who dare enter it. Legends and tavern tales whisper of oceans of sand inhabited by worms that can swallow cities whole, blasted hellscapes where the sun turns black and one's soul is slowly burned away, and of a great beast that has never been seen but whose roar would send even the land-bound worms fleeing for safety. This region of the Radiant Wastes is known for its more spiritual or supernatural twists, though there are also stories of mechanical forests and mechas that wander and consume that which strays too far from the more "civilized" side of the Wastes. The other region is known as the Lake of Thousands, or "The Thousands", which are considered the more hospitable regions of the Radiant Wastes, inhabit the eastern and south portions of the land. Here, where oasis are abundant and the earth more fertile, life has developed in new and interesting ways survive in an otherwise toxic world. This isn't to say the region is peaceful. Radiant Storms and the likes of the Slgrim Hunt are an everpresent danger, as are the warring factions of the Immortals.
tab Between technology of ancient days defending what they remember and the new world changes that came from long exposure to Mana and Radiation living conditions here are known across the world as the most brutal and difficult to survive. This brutality and difficulty has given rise to a number of species that both worship and fear the land, and live in a measure of extreme all their own to match that which surrounds them.


Races of Radiance
______________The Azhura
tab The Radiant Wastes are a strange, mystical place, so it should come as a shock to none that the races of the Wastes match this theme perfectly. The most predominant race within the Radiant Wastes are perhaps the more unexpected of the three, however, given they are the closest to resembling an average Human of the past and some of the myths and legends of those days. Called the Azhura by this world, these beings come in a variety of colors and styles yet share some key characteristics that are common throughout the race. Meatier, thicker than any save, perhaps, the Stragari, the Azhura are born with large head that bears three faces, one on the left, one on the right, and one on the front, with hair leading down the back of the head much like a man. Ear holes separate each face, providing them four location from which sound can be heard, and each has its own set of eyes, mouth, and nose to have a fully functional face. Each bears a distinct personality difference to each other, though they are collectively the same being, which can range in difference from a mild difference, such as a more honest or blunt way of thinking/acting, to being a completely different personality altogether. Whatever is considered "Awake" will have it's face working, while the others are normally "Asleep" during this time. Moving down, their shoulders and neck are broad to support the large head, and their torso somewhat larger than a human's to accommodate a larger rib cage meant to support that very same weight, along with a second pair of lungs and heart. Legs and arms are thick, muscular even from a young age, with their legs girthy by necessity to accommodate the massive frame. Besides these noted changes their anatomical structure are nearly identical to that of a Human, including their method of reproduction, though it is to be noted that the gestation period is quite a bit longer at sixteen months. This might explain why they can live to as long as two hundred and fifty [250] years of age, two and a half times the lifespan of the normal Human.
tab There are three known Azhura subspecies that inhabit the Radiant Wastes, each defined not just by their societal norms but the incredible differences in the environments within which they developed. They are listed below.
tab Taken from an ancient word, taealimat, which is believed to have meant "the Learned Ones", the first subspecies of the Azhura are known as the Talimad. As anyone who understands Archeology might know there was bound to be some level of mistranslation, yet the name fits the Talimad in more ways than just personality. Ranging between four and six feet in height at sexual maturity for both males and females, the Talimad are a light skinned variety of Azhura noted for their white, yellow, and blue skin tones first and foremost, but also for the thin, athletic build that appears to be the norm for their species. Where other Azhura are large, if not larger, the Talimad worry more about exploring, squeezing into small locations, and most importantly about fine interactions with delicate subjects, requiring a lighter touch than others. With a gaze ranging from green to gold in color, the Talimad are also distinctly known for having no sclera, nor pupils, just a solid mass of color for eyes that somehow seem able to pick out the most minute of details on what they are observing. Another distinct characteristic of the Talimad is that all three faces may be "aware" at one time, though they do not speak, nor think, while the primary is active, allowing the Talimad to be aware of multiple points of view at once.
tab The next subspecies is named after the word huriya, which is believed to have meant "The Free", and are thus called the Hurin [hyoor-reen]. Born with a skin that ranges from sandy brown and yellow to something as dark as bronze or copper, the Hurin also bear a physical stature slightly larger than their Talimad kin, ranging from five to seven feet with their Females, and five to eight feet with their Males. While average in height compared to humans the Hurin are bulkier, known far and wide for their physical aptitude and their working of metal and stone. An unusual trait of the Hyurin is that their secondary faces each have a unique trait, with one known to "soften" stone that their eyes gaze at, seen when their normally golden and yellow eyes glow with an internal light through the sclera. This allows them to work stone and extract minerals and elements from the earth. The third face allows the ability to gaze at a material and recognize it instantly, along with its properties, with the sclera glowing a ruddy orange when doing so.
tab The third and final subspecies of the Azhura are the Wasians, after the word Wasi which means "Guardian". Ranging the most in size from the Azhura, the tallest being seven feet tall while the smallest barely reach the fourth foot, the Wasians bear the blackest of skin with eyes a mixture of gold and red, resembling a bloody bronze with luster that dulls the older the Wasian becomes. Their skin bears patterns of coloring that range a variety of colors, but these are not grown so much as painted/etched into the body shortly after birth by their families. Unlike the normal Azura who have three faces the Wasians have only two, one one the front of their head and one on the back. Shortly after their second name day their Wailing Facade is discovered, and from there they remove the eyes and sew shut the mouth for the rest of their days.

______________The Nasíl
tab These strange, unusual creatures are alien even to the race they serve. Unlike the Azhura there is only one type of Nasíl, physically speaking, while differences are unique in much the same way Humans are designed. Small creatures covered in fur, with a plump body that resembles a humanoid hamster at best, these creatures are individualized by the colors of their fur, which range from cream to black, with swirling patterns that grow naturally on the fur but which color and pattern indicate family ties. Standing around two to three feet in height for both male and female these little fellas have hands with opposable thumbs that allow them to manipulate tools like any other humanoid race. With two large, thick whiskers that sprout from their button noses to twirl to the left and right they are able to sense the passing of time and the world around them with near perfect precision, something that they would otherwise be unable to do after sunrise until sunset as they are absolutely blind during the day.
tab The diet of the Nasíl is unnaturally different from the Azhura they cohabitate with, for they sustain themselves not on fruit, vegetable or meet but off of radiation itself. There is some level of study into the subject that this might have ties to their second abnormality: during the day the Azhura cannot perceive them, whether by sight, smell, or even touch, making them ghosts to the daytime world. This is not true for all other races, who are able to interact and perceive them normally. Upon the rising of the moon their bodies begin to glow with biofluorescence absorbed from the Sun's rays during the day, lighting the world around them with a soft light that makes them impossible to miss at night but with which they cannot light the night.
tab Despite their staple diet the Nasíl themselves do not emit radiation and appear entirely immune to the negative effects it has on other forms of life.

______________The Adaýnar
tab A race born of merging between the spiritual and ancient world the Adaýnar serve as being, spirit, and symbol of prestige all in one. Physically speaking they are a race of sentient Puppets and Automatons, created when those with enough prestige and clout to own such an object take it to the Riftvalley and perform a ritual at the canyon's edge along with the body of a recently deceased. If luck and the Gods be with them it is believed the spirit of the departed enters into the Adaýnar and lives again within the halls of its form. This cannot be confirmed, though, since those so raised bear no memory of their prior life but signs do point to the chances being good since they display familiarity with those the body once knew before death.
tab Given their nature the Adaýnar range in size, shape, design, and functionality depending on what was found, where it was found, and whoever originally constructed the figure. They are rare to find intact enough to serve as a vessel for the departed, and as such are highly valued not only for their undying loyalty and servitude but as a symbol of wealth and prestige, since the only place they can be found would be in the ruins of what once existed. Such caches are known for being defended, meaning a family must be good at their expeditions to survive and retrieve such valuable prizes. They do not reproduce, being manufactured bodies, but they serve eternally in their roles, never dying, never needing to eat or drink.

Cultures and Plans of Radiance
Overview
tab The cultures of the land of radiance are anything but harmonic, though each interacts in specific ways depending on the region they currently inhabit. While there are generalities that can be drawn between each race the region and its religion serves as the focal point for all forms of differences and complications between each, as described below.

______________The Azhura
tab All Azhura are religious by nature, their entire culture and personality influenced directly by the beliefs of their people. To know their faith is to read them as a book, an almanac to their personalities and spirits.
tab The Talimad are worshippers of the sun and moon, same as their cousins, but to the Talimad it is the Moon that deserves the most credit. The moon gave birth to their species, blessing them with their three sides to ensure that they always have a different perspective in order to better understand that which they discover. They believe it is the Moon that sends the Nasíl to help and guide them, and it is the moon that bestows them wisdom. Anything of worth is done at night, where stories, arts, and passions become a focus for all who live and breathe, while the hours of the Sun are reserved for grueling work and struggle. To the Talimad there is a time to work and a time to play, and they are never to be switched, for to perform physical labor under the Moon's gaze is an insult to the gifts He granted.
tab Yes, He, for it is believed that Males provide nurture and wisdom, a source of knowledge and learning. To the Talimad it is the Female who physically supports the household, who lead the household in decisions though working with the Male as their adviser. A species who values honesty and truthfulness, there is no word for "lie" to the Talimad, who believe that knowledge is to be shared altruistically. That doesn't mean withholding information is wrong, however, a distinction that often drives other species mad. In addition to these oddities the Talimad relationship and familial structure is ruled by the belief that during the day relationships do not matter, only their work, and as such any family ties or personal relationships are forgotten in service to their people. At night, however, they are a monogamous bunch who are fiercely loyal to their own. These beliefs and structures hold true in the southern and eastern regions of the Land of Radiance, where the Hurin and Talimad live side by side. If one heads into the deserts to the west you will find an entirely different group, who follow and adhere to the beliefs of the Wasians,
tab For the Hurin it is the opposite in almost every way. It is believed that their Mother, the Sun, is their creator and so they live in the inverse of the Talimad. This works well in the cities and cultures that they share, where those who relax in the day are helped and worked with by those who venerate the night. Their beliefs are relatively similar, though one key difference is that the Hurin believe everything crafted has a soul, and as such they tend to anthropomorphize everything they craft themselves personally, and often refer to any item crafted with female and male pronouns. Though, much like the Talimad, this only appears to be the case in the south and east.
tab In the places where water isn't as plentiful the two are often at odds. Religious wars are not uncommon, with the Talimad and Hurin frequently asserting dominance with each claiming the right to resources as God Given by their respective Parent. As is frequent with such conflicts the wars are brutal, and many die in conflicts that simply are never replenished. Due to the nature of these battles and the dominance each side believes in, both see their southern cousins as week, pathetic, and a betrayal of the faith they hold so dear.
tab But then, for both, it changes when they interact with the Wasians. The Northern and lost cousins of the other Azhura, the culture of the Wasians is fatalistic, never ending, for to them the history of the world is steeped in blood, horror and tragedy that must never be repeated. They believe not in the sun, nor the moon, as creator forces but as byproducts of a struggle that existed at the dawn of creation. No, instead they believe that once there was paradise, but that the ancestral beings of this world desired to learn what it meant to be God, and turned their knowledge and considerable power to become it. They sought to take ownership of all creation and in so doing tore a hole in reality. There they thought to find that which would give them ownership of All, but what they instead found was death. What exactly they discovered the Wasian do not know, only that it murdered their species, wiped them out utterly.
tab How right or wrong they are they'll never know. But their belief drives them to the extreme, forging them into a society built not on passion and work but on absolute discipline and violence. To them taking such selfish action could spell the end of all. The Wasian believe it is their duty to stop whatever it was that ended the Ancestors, for they believe that which murdered that ancient civilization remains buried under the sands. They live every day as a struggle to overcome, and this often leads to self-mutilation and scarification as penance for what they see is a Sin against all that lives. To defend the ruins of the old world against everyone, innocent or purposeful, from ever uncovering the old world is their purpose, and it is this purpose that is their Religion. None remember who bestowed it upon them but all feel its pull.
tab Due to their constant nomadic life in the wastes they are exposed to an unusual event that happens early in their life. Until a certain age range the Wasian's second face does not speak, and all live in fear of it ever doing so. It is their belief that the second face speaking indicates an ancestor of the ancient world attempting to speak to them and, with it, bring knowledge and dark thoughts that would lead to their death. Called the Wailing Facade, when the second face speaks an ritual is immediately commenced where the affected Azhura is led through a gathering of their peers who silently watch and loathe them for falling to the Sin. At the center of a crowd they are given a choice: a knife, or a rope. If the knife is chosen they must gouge out the eyes of the second face, murdering it in cold blood before it can spread it's hateful speech. If they do this they are accepted as Adults, as full Wasian, and join the ranks of their people. If they instead choose the Rope they are led, one by one, to each and every member of their tribe who will tell them they are forgotten, worthless, so on and so forth until everyone has forsaken them. Then they are tossed out of the city and given seven sunrises to flee with only the rope and what they carry with them as resources. On the eighth sunrise their tribe hunts them down to execute them.
tab What exactly it is that the second face says is never truly known. The Wasian, even those who survive and make it to the other races' lands, sew the mouth shut so that it can never speak, only make mild noises from time to time bemoaning their fates.

______________The Nasíl
tab Hamster faced weirdos that they are, the Nasíl serve several important functions within each society, depending on what part of the land one lives in. A species born of the Sun and Moon their belief structure is somewhat muted compared to the Azhura, for to them their origin matters little in the waking of an all consuming passion to consume. Consume knowledge, consume food, consume whatever they can get ahold of. While the sun's rays touch their flesh the hunger grows to an extreme degree, so much so it takes all of their willpower to control themselves. When within the southern and eastern lands, what they call "civilized lands", the Nasíl handle this by working alongside the Azhura, tending to their homes and helping to make the Azhura that much better than normal. This has the side effect of them being considered helpful Gods by the population, venerated during the day and cherished at night. In the lands outside of these places, the "wildlands", the Nasíl hunt down vermin and delve into Archeology with an astounding aptitude, so much so that they are seen as problem solvers and scouts, or sages, depending on where exactly you go.
tab But at night this changes. When the moon's light graces the world their hunger subsides, and their wisdom flows. A cheerful, loving race by nature this never can be seen until darkness falls across the land, during which the Nasíl serve as messengers of the divine from the God above. Whether they hear a voice or not cannot be misconstrued, for their knowledge is often impossible to to achieve without some divine intervention. The only question is whether or not what whispers to them is truly the Father Moon or not. In the Wildlands this isn't the case at all, with the people there seeing the Nasíl as a nuisance and frequently toying with them or treating them as slaves during the night, their usefulness expended during the day. One has to wonder why they stick around for it...?

______________The Adanýar
tab A race of possessed automatons doesn't exactly have a culture to speak of, one would think. In some sense one would be correct, for their culture is often based upon the family they are owned by or the city they live in. They are owned by the families of the wealthy, and they are treated as slaves or indentured servants by the families that own them. No matter where they are the Adanýar are seen as objects, and as such have no legal standing to ownership and cannot be "freed" from such bondage. That doesn't stop some families from allowing them free reign as they choose, but for the race itself one must look to their immediate environment to know just what sort of culture to expect.
 
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